TFT set 3 ideas (WiP)
Reading the TFT patch notes (Item scaling specifically) suddenly reminded me that I had this buried in a text document somewhere. Enjoy! Or don't.
Theme: Rival Skin lines.
Goals:
- Create more comp flexibility
- Avoid hard counters
- Reduce (not eliminate) Specific dependencies.
- Soften the edges of RNGesus. Will still be a dominant factor, but the difference between best luck and worst luck should be smaller.
General notes:
- I use gold sell value when I want to equalize early/late units, I use star level when I want an effect to be unequal.
- Most synergies give team bonuses. I did this to improve comp diversity, rather than forcing everyone to fight over the best synergies (See Glacial set 1 and mage set 2). This also reduces the impact of RNGesus screw when actually going for a full synergy.
- Non-damage spells should be granted the ability to crit when possible. Heal spells will grant double health, buff spells will grant double buff, and so on. I realize this is probably a lot of work on the back-end.
- Unlike other synergies, Project does it's own thing. It's intended as a late game comp (similar to set 2 light) but is also easier to disrupt because it doesn't play nice with others.
Game-play Changes:
1ST CAROUSEL: Removed. All players are given a personal selection of random characters to pick from. A separate element also allows them to pick their first item from a list of all base items at any time. 2 reasons for this: 1) it allows econ players to ensure they always get that 1 vital item, without devaluing win-streak players' ability to rush items without a comp. 2) it allows for clear metric tracking on the balancing end. If only 1 item ever gets pick when given a choice of everything, then you've got a clear problem.
SPATULA: No longer drops or appears in the carousel. Instead, after picking their first item, the same element will allow players to generate 1 spatula item at any time. This means every player will be guaranteed 1 spatula item of their choice, but only 1. It also allows for every archetype/skin line to be possible, instead of just a few. As a possible option, players could be allowed to forfeit their spatula and first item to receive a FoN.
Refresh Consistency: Every Roll of characters (what you buy) will have at least 1 of every rarity you can acquire. With a chance for additional based on level. This means that a 5% chance of a 7 star will guarantee you a 7 star with a 5% chance for an additional one every time you refresh. But a 0% chance means that slot will go to some other random designation based on what you can acquire. While this will likely exacerbate steam rolling, it will also prevent 1 person from flipping tables by getting a lucky lux at level 6 (or what have you). Incidentally, as part of this change, the % chance for each rarity at each level would go down slightly since one is already guaranteed.
Item Consistency: Mobs should always give at least one item. They can still give more items and/or gold, so lucky players will be able to stack early, but it should help mitigate the "only 12 gold before chickens" type scenarios.
Mana Stat: Starting mana on items replaced to reduce max mana by 15% per point. Stacks additively.
Mana Gain: Mana is gained when taking damage (normal) and When attacking (no longer on hit). This, along with disarm removal, is meant to help reduce the impact of Anti-AS on mana dependent characters. (Fun trivia: Runaan's already works this way.)
Disarm Replacement: Blind Blind enemies do not deal damage with AA's or apply On-Hit effects. On-Attack effects (to include gaining mana as above), are unaffected.
Mana-lock replacement: Wet Wet enemies receive 50% less mana from Auto attacks and 25% less mana from taking damage (Does not stack).
ITEMS:
B.F. Sword: No Change
- B.F. Sword: Deathblade: No change
- Recurve Bow: Giant Slayer: No change
- Rod: Gunblade: No change
- Tear: Shojin: Mana 1.
- Vest: GA: No change
- Cloak: No change
- Belt: No change
- Glove: IE: No change
Recurve Bow:* No change
- Bow: RFC: +1 Range
- Rod: Guinsoo: No change
- Tear: Shiv: Mana 1, Deals 20 damage to the target and 3 others for every point of sell value on the wearer; minimum 80 damage.
- Vest: PD: Only reduces damage taken, but crit buffs.
- cloak: Runaan's: No change
- Belt: Hydra: No change
- Glove: Crossbow: Double's starting stats (15% AS, 20% crit chance), not better one (30/30% current). Minions no longer increase stacks.
Needlessly Large Rod: No change
- Rod: Deathcap: no change
- Tear: Luden's: Mana 1, Damage increased to 30 per gold of sell value or 100, which ever is greater.
- Vest: Locket: Shields allies for 50 health per gold of sell value (minimum 200)
- Cloak: Spark: Magic damage = 200% of caster's max mana. (copied new effect)
- belt: Morello: No change.
- glove: Jeweled Gauntlet: Many support abilities can now crit. (So this is no longer useless on heal and shield effects.)
Tear of the Goddess: Mana 2
- Tear: Seraph's: Mana 2. (Debatable: Not affected by wet.)
- Vest: Heart: Mana 1.
- Cloak: Hush: Mana 1. Basic attacks have a 33% chance to apply "wet" for 3 seconds.
- Belt: Redemption: Mana 1. Heals allies for 200 health per gold of their sell value (not user's). Alternativly, heals for 40% of max health. (This way, scaling doesn't prevent it from being put on throw-away units.)
- Glove: Justice: Mana 1. [On the fence with this one. I don't like the coin-flip, but both effects are too strong to guarentee. Especially the heal in early game.]
Chain Vest: No change
- Vest: Thornmail: No change
- Cloak: Sword Breaker: 25% chance on-hit to blind the main target for 3 seconds.
- Belt: Red Buff: No Change.
- Glove: Iceborn Gauntlet: After spell cast, the next AA will reduce the target's AS by 50% for 2 seconds. (New and old hybrdized. Stun after cast is super abusable, especially with the mana changes in this post.)
Negatron Cloak: No change
- Cloak: Dragon's Claw: No change
- Belt: Zephyr: No change
- Glove: Quicksilver: Old effect (Complete CC immunity - have we learned nothing from Olaf?)
Giant's Belt: No change
- Belt: Warmog's: No change
- Glove: Trap Claw: No change
Sparring Glove: No change
- Glove: Thief's Glove: No change [I've never been able to decide if I actually like this item or not.]
Spatula:
- No longer in item pool (See Game-Play changes).
- Spatula items no longer give stats - only grant an additional Skin/archetype.
***Field Bonuses: ***
Game: Both game types involve scaling. All stats are increased by 10% for every gold of sell value.
Star: Both star types involve death. When the unit with this buff dies, it becomes untargetable and continues to fight for 4 seconds. The unit immediately disappears if no living allies are left. (Soul-bound rework.)
(Dragon/Dragon Slayer): Raw stat sticks (which I will probably change) Make a clone?
(Pool Party / Snow down): Both revelers involve De-buffs! 50% tenacity.
Project: "Join the glorious Evolution." This buff causes the unit to count twice toward synergies (and will cause projects to count once toward themselves). Does not double spatula contribution.
Note: Field bonuses are meant to be more powerful this time around. Since it is only possible to get 1 of these, and every player gets them, it doesn't strike me as unreasonable to make them something you can build a comp around. Especially since these ideas are focused more on team buffs and less on stacking a single synergy.
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Archetypes:
Wizard: Allies gain 25% more mana from basic attacks for every 2 Wizards. Bonus doubled for Wizards.
- Project Wizard: 50% chance to gain double mana from a source for every other project. Overflow % grants a chance for 3x/4x/5x mana gain.
Guardian: All Guardians grant adjacent allies 10% increased health. 6: All guardians grant adjacent allies 10% damage reduction. (Unlike set 1, Guardians will be mostly be supports, not tanks.)
- Project Guardian: 15% increased health for each adjacent project. 4 projects: Every 5 seconds, and at the start of combat, taunt the nearest enemy unit. 8 projects: Additionally, taunt all units in range 3.
Blade Master: Allied basic attacks have a 25% chance to trigger a second attack for every 2 blade masters. 50% for blade masters. % overflow will instead grant a chance for a third/fourth attack. These bonus attacks apply on-hit effects but can not trigger this synergy.
- Project Blade Master: 2: AA's trigger a "ghost attack." This attack applies on-hit effects, does not generate mana, and deals 20% AD damage for every other Project.
Assassin: All assassins will stealth at the start of combat and dash to the furthest enemy target. 3: Allies' first attack and spell will critically hit, this ability resets on kill. On Take down for Assassins. 6: Allies' first attacks and spells will critically hit, this ability resets on take down. First 2 for assassins. 9: Allies' first 2 attacks and spells will critically hit, this ability resets when any enemy hero is killed.
- Project Assassin: Stealth at the start of combat and dash to the furthest enemy target. This unit's first attack and spell will crit. Refresh this effect any time any project kills an enemy unit (Not "take down," assists don't count; killing minions does). Does not stack with assassin, Assassin buff takes priority. (So assassin 3 + Project Assassin will not modify 2 attacks, but both synergies can trigger the buff.)
Ranger: Allies gain 15% attack speed every 4 seconds for every 3 rangers. 60% for rangers.
- Project Ranger: Gain 20% attack speed every 4 seconds for every other project.
Sniper: Snipers have Double range, double AD, and Prioritize the furthest enemy in range. Allies gain +1 range for every 3 snipers. NOTE: I did it this way deliberately so that RFC and AD items could double dip.
- Project Sniper: Always prioritize the furthest unit in range. +25% damage for every other project and +1 range for every 2 projects.
***Fighter: *** 2: Fighters Gain 20% armor. 4: 60% 6: 120% 8: 180%
- Project Fighter: Gain 6% Damage reduction for every other project.
Skin lines and champions.
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Arcade: Early game units that scale against weaker enemies. Allied units gain 10% damage reduction and deal 5% increased damage against units with a lower rank (Star) for every 2 arcade units in your comp.
Ahri: 1 gold (Set 1 return) Wizard Health: 450 Mana: 0/75 - Orb of Deception AD: 50 AS: 0.55 Range 3 Armor: 20
Caitlyn: 1 gold Sniper Health: 400 Mana: 50/50 - Yordle Snack Trap (Place a trap in a random space at range 1-2. Enemies in or entering that space will be immediately attacked by Cait. This does not change her attack priority.) AD: 50 AS: 0.30 Range: 3 Armor: 20
Corki: 2 Sniper Health: 400 Mana: 0/0 - Missiles (Passive: Corki's AA Deal damage in a 1 range AoE.) AD: 20 AS: 0.6 Range: 2 Armor: 20 Note: Corki's Basic attack uses his missile ult.
Ezreal: 2 (set 2 return) Ranger Health: 600 Mana: 0/30 - Arcane Shot AD: 65 AS: 0.7 Range: 3 Armor: 20
Hecarim: 3 Fighter Health: 675 Mana: 100/175 - Devastating Charge (Hec targets the furthest unit, than dashes through it fearing everything he passes through for 1 second.) AD: 50 AS: 0.5 Range: 1 Armor: 40
Kai'Sa: 4 (set 1 rework) Ranger/Assassin Health: 700 Mana: 0/150 -
Miss Fortune: 4 (set 1 return) Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
Riven: 1 Fighter Health: Mana: 0/60 - Broken Blade (Deal damage to enemies in multiple spaces and grant immunity to AS slows and disarms for 5 seconds.) AD: AS: Range: Armor:
Sona: 1 Guardian Health: Mana: 50/50 - Aura (all allies in range 1/2/3 get a random buff or shield for 3 seconds) AD: AS: Range: Armor:
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Battle Boss: Late game units that equalize against stronger enemies. Allied units gain 5% damage reduction and deal 15% increased damage against units of higher rank (star) for every Battle boss on your team.
Qiyana: 5 (Set 2 rework) Assassin Health: Mana: 0/60 - Dash/stun thing (Dash 1/2/3 spaces stunning all enemies passed through.) AD: AS: Range: Armor:
Yasuo: 5 (Set 2 rework) Assassin Health: Mana: 0/0 - Bastard (Every 7/5/3 AA's, Yasuo will dash to the furthest unit in range 3 and knock them up for 0.25 seconds.) AD: AS: Range: Armor: NOTE: I'm fully aware of the perma-stun potential. That's why it's single target and designed to switch agro.
Ziggs: 6 Wizard Health: Mana: 20/100 - The big One (Throw a massive bomb that hits hits all enemies.) AD: AS: Range: Armor:
Veiger: 7 Wizard Health: Mana: 0/70 - that Ult (Deal a lot of damage to a single target. If that target has a lower sell value, double the damage.) AD: AS: Range: Armor: NOTE: No more auto-killing units. Also, since he is late game himself now, variable is changed to gold value.
Blitzcrank: 5 (Set 1 rework) Guardian Health: Mana: 100/100 - Rocket Grab (Grab the furthest enemy then power fist them.) AD: AS: Range: Armor:
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Star Guardian: Reworked Light. Fallen allies protect survivors. 2: When ever an allied hero is defeated, survivors heal for 4% of their missing health every second for 5 seconds. Star Guardians additionally gain 10% damage reduction for 3 seconds. (Refresh, not stack.) 4: 6%/13% 6: 8%/16% 9: 10%/19%
Ahri: Wizard Health: Mana: X/Y - AD: AS: Range: Armor: Ezreal:
Janna: Guarian Health: Mana: X/Y - AD: AS: Range: Armor: Jinx:
Lulu: Guardian Health: Mana: X/Y - AD: AS: Range: Armor:
Lux: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
Miss Fortune: Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
Neeko: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
Poppy: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Rakan: Guardian Health: Mana: X/Y - AD: AS: Range: Armor:
Soraka: Guardian Health: Mana: X/Y - AD: AS: Range: Armor:
Syndra: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
Xayah Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
Zoe: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
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Dark Star: Reworked Shadow. Destroying enemies empowers individuals. 3: Allies Gain +25% AD and AP for 3 seconds on kill. Dark Star units' bonuses are doubled. 6: 50% on Takedown. 9: 80% when any enemy champion is killed.
Cho'Gath: (Set 1 rework) Fighter Health: Mana: 0/100 - Devour (Deal 30/60/90% of the targets missing health as true damage. On kill, return to max health and gain 20% max mana.) AD: AS: Range: Armor:
Jarvan IV:
Health: Mana: X/Y - AD: AS: Range: Armor:
Karma: Guardian/Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
Kha'Zix: (set 2 Rework) Assassin Health: Mana: X/Y - AD: AS: Range: Armor:
Orianna: Sniper Health: Mana: 0/125 - Ball (Passive: AA's hit all enemies between her and her target. Active: her next AA on-hit will Pull all enemies within range 4 of her AA target toward that target.) AD: AS: Range: Armor:
Shaco: Assassin Health: Mana: 0/60 - Box (Shaco will stealth and blink to another space in range 1, leaving a JitB on his previous space.) AD: AS: Range: Armor: NOTE: JitB: 200/400/600 health, 0.7 AS, 0 AD, 30/60/90 magic damage on attack.
Thresh: (Set 2 return) Guardian Health: Mana: X/Y - AD: AS: Range: Armor:
Varus: (Set 2 return) Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
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Dragon Ally: 2: Summon a dragon to aid your team. The dragon gets stronger for every Dragon Ally on your team. (Projects contribute to stats.) 4: The dragon Gains a burn on-hit for 60 (per dragon ally) damage over 3 seconds. Refresh, not stack. 6: The Dragon's attacks hit all enemies within range 2 of the primary target. 8: The Dragon gain 15% damage reduction and CC immunity. (Requires Spatula and project field.)
Shyvana: N/A - added to field by Dragon Ally Synergy. Benefits from "Ally" effects of other synergies. N/A Health: 400 for every Dragon Ally Mana: 100/100 - Shyvana is permanently in Dragon Form. Dash 2 hexes toward the nearest enemy, taunting it and all units passed through. AD: 15 For every Dragon Ally AS: 0.7 Range: 1 for every 2 Dragon allies Armor: 10 For every Dragon Ally Magic Resist: 10 + 5 For every Dragon Ally NOTE: Reusing the set 1 Shyvana Asset is a shortcut for the Dev team. Before combat, Shyvana will appear in an empty front row space nearest the map center.
(Dragon Master) Mordekaiser: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
(Dragon Oracle) Udyr: Ranger Health: Mana: 80/80 - Stance (Change (or gain) your effect: 20/30/60% bonus AD, 100/200/300 Magic damage cleave every 3 AA's, 100/200/300 health shield, You next AA will stun for 1/1.5/2 seconds on hit. You can not get the same effect twice in a row.) AD: AS: Range: Armor:
(Dragon Sorceress) Zyra: (Set 2 rework) Wizard Health: Mana: X/Y - Summon Plants (Description) AD: AS: Range: Armor:
(Dragon Trainer) Lulu: (set 1 return) Guardian Health: Mana: X/Y - AD: AS: Range: Armor:
(Dragon Trainer) Tristana: (Set 1 return) Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
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Dragon Slayer: Allies gain 25% move speed and 10% attack speed for every 2 Dragon Slayers. (Likely to change.) Non-Project Dragon Sayers Will jump to the nearest enemy at the start of combat, unless they are an assassin. 3: Dragon slayers' Auto Attacks deal damage in a range 2 cone and reduce armor by 20%. 6: Dragon Slayers' cone applies On-hit effects and reduce armor by 50%.
Braum: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Diana: Blade Master Health: Mana: X/Y - AD: AS: Range: Armor:
Jarvan IV: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Olaf: (Set 2 rework) Blade Master Health: Mana: X/Y - AD: AS: Range: Armor:
Pantheon: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Trundle: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Vayne: Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
Xin Zhao: Blade Master Health: Mana: 100/125 - 1v1 me Bro (You're next AA on-hit will knock away all other enemies in range 2.) AD: AS: Range: Armor:
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Pool Party: Allies have a 10% chance to apply "wet" for 3 seconds on hit for every 2 pool party units. Pool party units additionally have a 10% chance on hit (for every 2) to silence an enemy unit for 4 seconds. A unit can not be silenced by this effect more than once every 9 seconds (5 seconds after the silence ends). Wet enemies receive 50% less mana from Auto attacks and 25% less mana from taking damage (Does not stack).
Caitlyn: Sniper Health: Mana: X/Y - AD: AS: Range: Armor:
Draven: Blade Master Health: Mana: X/Y - AD: AS: Range: Armor:
Fiora: Blade Master Health: Mana: X/Y - AD: AS: Range: Armor:
Gangplank: Blade Master/Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
Graves: (set 1 return) Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Lee Sin: Assassin Health: Mana: 150/150 - Dragon Kick (Knock the target 4 hexes toward your furthest allied unit.) AD: AS: Range: Armor:
Leona: Figher Health: Mana: X/Y - AD: AS: Range: Armor:
Lulu: Guardian Health: Mana: X/Y - AD: AS: Range: Armor:
Miss Fortune: Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
Mundo: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Rek'Sai: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Renekton: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Taric: Guardian/Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Zac: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Ziggs: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
Zoe: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
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**Snowdown:***Allies have a 10% chance on hit for every 2 snowdown units to reduce the target's AD by 30% for 3 seconds. Snowdown Units additionally have a 10% chance on hit (for every 2) to blind for 2 seconds. A Unit can not be blinded by this effect more then once every 7 seconds (5 seconds after the disarm ends).
(Snow Day) Bard: Guardian Health: Mana: 150/150 - That Ult (Stasis the furthest enemy unit for 3 seconds and all enemy units within range 1/2/3 of the target) AD: AS: Range: Armor:
(Snow Day) Gnar: Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
(Snow Day) Graves: (Set 1 return) Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
(Snow Day) Malzahar: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
(Snow Day) Singed: (Set 2 rework) Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
(Snow Day) Syndra: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
(Snow Day) Ziggs: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
(Snow Man) Yi: Blade Master Health: Mana: X/Y - AD: AS: Range: Armor:
Snowerdinger: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
Snowstorm Sivir: Blade Master Health: Mana: X/Y - AD: AS: Range: Armor:
(Tundra) Fizz: Assassin Health: Mana: X/Y - AD: AS: Range: Armor:
(Winter Wonder) Karma: Guardian/Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
(Winter Wonder) Lulu: Guardian Health: Mana: X/Y - AD: AS: Range: Armor:
(Winter Wonder) Neeko: Wizard Health: Mana: X/Y - AD: AS: Range: Armor:
(Winter Wonder) Oriana: Sniper Health: Mana: X/Y - AD: AS: Range: Armor:
(Winter Wonder) Soraka: Guardian Health: Mana: X/Y - AD: AS: Range: Armor:
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Project: Project units benefit from all Skin line bonuses as though they were a part of that skin line (likely to remove), but do not contribute to the synergies. Projects have their own Archetype Variants (but still benefit from "ally" effects of other archetypes). When ever a unit could also appear in a different skin line, they will use Set 2's Lux logic. Picking one version will prevent you from seeing the other, and the pool will be reduced the same regardless. Viktor isn't in the habit of cloning his victims.
Akali: Project Assassin Health: Mana: X/Y - AD: AS: Range: Armor:
Ashe: Project Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
Ekko: Project Assassin Health: Mana: X/Y - AD: AS: Range: Armor:
Fiora: Project Blade Master Health: Mana: X/Y - AD: AS: Range: Armor:
Irelia: Project Blade Master Health: Mana: X/Y - AD: AS: Range: Armor:
Jhin: Project Sniper Health: Mana: X/Y - AD: AS: Range: Armor:
Jinx: Project Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
Katarina: Project Assassin Health: Mana: X/Y - AD: AS: Range: Armor:
Leona: Project Guardian Health: Mana: X/Y - AD: AS: Range: Armor:
Lucian: Project Ranger Health: Mana: X/Y - AD: AS: Range: Armor:
Pyke: Project Assassin Health: Mana: X/Y - AD: AS: Range: Armor:
Vayne: Project Assassin Health: Mana: X/Y - AD: AS: Range: Armor:
Vi: Project Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Warwick: Project Fighter Health: Mana: X/Y - AD: AS: Range: Armor:
Yasuo: Project Blade Master Health: Mana: X/Y - AD: AS: Range: Armor:
Yi: Project Blade Master Health: Mana: X/Y - AD: AS: Range: Armor:
Zed: Project Assassin Health: Mana: X/Y - AD: AS: Range: Armor:
Viktor: 7 Project Wizard Health: Mana: 0/500 - Singularity (Create a 5 hex wide circle that travels between enemy units for 10 seconds, dealing 400/800/2000 damage each second to all enemies inside.) AD: AS: Range: Armor: Note: With 9 projects he will gain 4x mana from all sources (he's the only Project Wizard). 8 Wizards gives 2x mana from AA's. With 1 seraphs, he will have 300 max mana. With Shojin, he will restore 90 per AA (base) after the first cast. Victor is meant to be possible, not universal.
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